COMPLETED CG Deliver Xenological Samples for the Holloway Bioscience Institute in Colonia

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Something which perplexes me is the somewhat boundless endurance that people seem to have for A-B trade CGs, but when it comes to something like this with a small but more complex and involved target, it all becomes too hard, even if the overall effort is fairly equivalent.
 
IMO all who deliver more than 1 sample should get the decal, this is such a niche CG with daunting delivery targets.
Maybe add reaching tier 1 to the requirement.
Anyone who delivers anything should get a decal, with some different reward for those who deliver more. This isn't a typical CG where you can get a participation reward (all participants get it) with just 10 minutes of effort. And they need higher reward tiers to encourage people to spend more than 10 minutes on the CG.

Even submitting one sample requires hours if not days of planning and travel. There's no need for a reward gap between the 100th percentile and 75th percentile because unlike regular CGs, the difference in effort between those two points is minuscule. Anyone delivering just one sample has already devoted substantially more time and effort to this CG, than CMDRs who finished in the top 10% of other CGs.

Something which perplexes me is the somewhat boundless endurance that people seem to have for A-B trade CGs, but when it comes to something like this with a small but more complex and involved target, it all becomes too hard, even if the overall effort is fairly equivalent.
I suspect the complaining would be a lot less if this were a 2-week or even month-long CG. This bears the same hallmarks as the CG with the double-engineered FSD. Over in 3 days, so the people out exploring in the far reaches of the galaxy who would be most interested in the reward, didn't even have a chance to participate. Again they've concocted a CG which is supposedly about exploration, but contrived it to make it difficult or impossible for most explorers to participate.
 
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Here's how the top 10 commanders are going to win it:
  1. Start from the bubble with a fueled fleet carrier
  2. Equip a cutter with a 256t cargo rack, 9 research limpet controllers, and max cargo racks stored in carrier outfitting.
  3. Advertise the following trip on Fleet Carrier Owners Discord:
  4. Fly carrier to the Trifid Nebula, post buy order for pod parts.
  5. Harvest pod parts and store the excess aboard carrier.
  6. Fly carrier to Jaques.
  7. Do not post a sell order.
  8. Deliver all pod parts yourself for maximum profit and tonnage credit.
This is a CG for unscrupulous bubble commodores. If it succeeds, we get a petting zoo. If a commander does well, they get a decal that depicts a different activity than the effort made. Too bad we couldn't have gotten a multifaceted CG to boost our Tritium refining rates.
 
I suspect the complaining would be a lot less if this were a 2-week or even month-long CG. This bears the same hallmarks as the CG with the double-engineered FSD. Over in 3 days, so the people out exploring in the far reaches of the galaxy who would be most interested in the reward, didn't even have a chance to participate. Again they've concocted a CG which is supposedly about exploration, but contrived it to make it difficult or impossible for most explorers to participate.
On the contrary, I'm hearing the opposite so far; that this CG might not even finish up.
 
Something which perplexes me is the somewhat boundless endurance that people seem to have for A-B trade CGs, but when it comes to something like this with a small but more complex and involved target, it all becomes too hard, even if the overall effort is fairly equivalent.
For me in this particular case it's the amount of continuous effort required.

A trade CG I can do 30 minutes of, then go do something else, then come back and do another 30 minutes ... and by the end of the week I'd have a pretty decent tonnage without getting burned out on it.
Or if I just wanted top 75% for a bubble trade CG (and was in the bubble already, obviously), I could do two trips in a T-9 and then go do something else the rest of the week, and maybe top it up on the last day if it looks dubious.
Even Coalsack/Witch Head CGs which require a bit of relocation, there's still other things to do in those places once you get there to take a bit of a break.

This one involves:
  • done solo, a 15kLY minimum trip (if you happened to somehow already be near some pods with a research limpet controller and a decent cargo bay) and more likely something in the 25k-30kLY range.
  • done as an organised group, moving a carrier 20-30kLY (longer, ironically, if you start at Colonia!) ... to achieve an apparently fairly minor goal in Colonia. The Colonia-based groups don't have the resources (it would need to start with mining 10k of Tritium) ... and the bubble-based groups mostly don't care about Colonia ... the overlap is pretty low.
  • or hitching a ride on someone else's carrier in a game which doesn't make it at all straightforward to find out that other carrier even exists.

None of that's anything you can do for just a little bit at a time, or break up with other activities. I think I'd have to commit basically my entire play time for the week to making one single collection.

And I'm still considering it, of course... I could probably build a ship on Friday/Saturday morning, head out Saturday evening / Sunday morning to Trifid, meet up with the Space Camel there, sample the rest of Sunday, and then ride that back on Monday/Tuesday so I don't have to fly back too (or can at least get some of the way for free while I'm at work). It's not impossible...
 
I have a coffee machine that takes pods, ahh damn.... not that kind of biological matter 😉

Well, I’m stationed in Colonia... But I think this will be too much work to attempt to get involved in.

Never mind.
 
For me in this particular case it's the amount of continuous effort required.

A trade CG I can do 30 minutes of, then go do something else, then come back and do another 30 minutes ... and by the end of the week I'd have a pretty decent tonnage without getting burned out on it.
Or if I just wanted top 75% for a bubble trade CG (and was in the bubble already, obviously), I could do two trips in a T-9 and then go do something else the rest of the week, and maybe top it up on the last day if it looks dubious.
Even Coalsack/Witch Head CGs which require a bit of relocation, there's still other things to do in those places once you get there to take a bit of a break.

This one involves:
  • done solo, a 15kLY minimum trip (if you happened to somehow already be near some pods with a research limpet controller and a decent cargo bay) and more likely something in the 25k-30kLY range.
  • done as an organised group, moving a carrier 20-30kLY (longer, ironically, if you start at Colonia!) ... to achieve an apparently fairly minor goal in Colonia. The Colonia-based groups don't have the resources (it would need to start with mining 10k of Tritium) ... and the bubble-based groups mostly don't care about Colonia ... the overlap is pretty low.
  • or hitching a ride on someone else's carrier in a game which doesn't make it at all straightforward to find out that other carrier even exists.

None of that's anything you can do for just a little bit at a time, or break up with other activities. I think I'd have to commit basically my entire play time for the week to making one single collection.

And I'm still considering it, of course... I could probably build a ship on Friday/Saturday morning, head out Saturday evening / Sunday morning to Trifid, meet up with the Space Camel there, sample the rest of Sunday, and then ride that back on Monday/Tuesday so I don't have to fly back too (or can at least get some of the way for free while I'm at work). It's not impossible...
Right, but at risk of relying on common forum groupthink for an argument, whenever anyone talks about increasing rewards for colonia-bubble activities, all that ever seems to get said is how easy it is to get between Colonia and the bubble... neutron highway and all that jazz.

I mean.... I just hear so often about how it's "so easy" to get to Colonia, people talk about it like it's just a casual thing to do. Trifid Sector is on that route, so I guess I just don't understand what the hard part is then? The bit where the credit counter isn't ticking up every minute? Maybe.

FCs seem like a pretty bad idea on this one... but that's not a bad thing necessarily. But for me, it's broken down into chunks.

1. Get to Lagoon sector to stock limpets
2. Get to Trifid Sector to get samples
3. Go halfway to Colonia.
4. Get to Colonia.

Which is, at least to me, actually interesting. It's a long term goal with an objective (get at least 500t of samples to colonia). Is it just one trip? Maybe, though I might squeeze two or three in, depending on how things go, but it's a far less soul-crushing concept than:
  • Jump up to 40LY, fill cargo hold, jump back, sell
  • Rinse and repeat, possibly thousands of times.
Even with breaks like you say, I'd rather watch paint dry. I'd be happy to concede maybe this is just an exercise in "What tickles your fancy", but I can't concede this is "too much" when I consider the vast swaths of people who have prostrated themselves to things like mining for far longer periods.
 
Anyways, if anyone (in the bubble) is looking for inspiration on how to go about this one, I'm doing the following:

  • Got a cutter/other big ship, fit out with best FSD, G5 engineered with mass manager plus Class 5 Guardian FSD booster
  • Fit out Shield (optional), 512t cargo space and four research limpets and a scoop. D class with lightweight/underspecced for anything else.
  • Fit out a few heatsink launchers... last thing you want is a heat accident dumping out your cargo in flight.

For the journey, I'm obviously going past Trifid Sector, but loading up limpets in Lagoon Sector... that cuts 25% off that leg at least.
At Trifid Sector, sample a bunch of pods til my cargo is full, then highway it up to Colonia with 512t. Once there, I'll assess whether I want to do the trip back via the highway, or go out to octohedral pods.

On an aside, given how far from Colonia pods are, I wonder if FD think there's meant to be some nearby, but due to the logical-yet-bizzare method for seeding these things in the galaxy, there aren't. (or if there's a bunch that simply haven't been discovered... some sparse sectors nearby.
 
On an aside as well, hey @FD, now would be a really good time to introduce:
  • Larger-class Research limpets, Class 3 = 2 active limpets, Class 5 = 4 active limpets, Class 7 = 8 active limpets.
  • Would also be a really good time to use the codex rumour system... if there's closer pods, maybe the scientists suspect certain nebula/sectors/grid cubes have properties which would suggest pods may be present.
 
BTW. Is there a site that has a list of remote outposts or usefull waypoints for long distance travel? And i don't mean eddb.io While EDDB.io is usefull on its own way it doesn't give you an idea where that system is in relation to the galactic map. For example if i wanted to explore arms of the galaxy (in lack of better term) where i should set my navigation so i can then turn towards the tip of the pointy bit.
 
On the contrary, I'm hearing the opposite so far; that this CG might not even finish up.
I didn't mean that this CG would finish early, preventing explorers from participating. I meant that 3 or 7 days just wasn't enough time for explorers tens of thousands of ly in the black to quickly turn around and reroute so they could participate in the CG. They really need to make these exploration-focused CGs last 2-4 weeks.

BTW. Is there a site that has a list of remote outposts or usefull waypoints for long distance travel? And i don't mean eddb.io While EDDB.io is usefull on its own way it doesn't give you an idea where that system is in relation to the galactic map. For example if i wanted to explore arms of the galaxy (in lack of better term) where i should set my navigation so i can then turn towards the tip of the pointy bit.
 
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I didn't mean that this CG would finish early, preventing explorers from participating. I meant that 3 or 7 days just wasn't enough time for explorers tens of thousands of ly in the black to quickly turn around and reroute so they could participate in the CG. They really need to make these exploration-focused CGs last 2-4 weeks.



Thanks. I knew there was something like that somewere.
 
I didn't mean that this CG would finish early, preventing explorers from participating. I meant that 3 or 7 days just wasn't enough time for explorers tens of thousands of ly in the black to quickly turn around and reroute so they could participate in the CG. They really need to make these exploration-focused CGs last 2-4 weeks.
Is this an exploration focused CG though? I would argue it isn't.

Rather, it's a quasi- salvage CG, except instead of returning wreckage, or escape pods from known locations where they can be found, it's recovering tissue samples, again from now-known locations; long range travel needed, sure, but not exploration.

Strictly speaking, it's a xeno science CG. The only two times[1] FD have done these as far as i can remember, the first was a relog fest at barnacles to collect meta alloys to create CRCRs, and the second got cancelled because research limpets to biopsy thargoids was (and still is) broken.

An exploration CG would involve returning codex vouchers for discoveries of these critters, not returning tissue samples.

[1] ignoring the botched Aegis trade CGs where accepted goods were market- available goods in volumes of hundreds of tonnes a minute, or thargoid tissue samples... oh and you need multiple millions. Guess which one people didn't bother with ... :/
 
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